Search found 452 matches
- Sun Dec 22, 2019 10:23 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement :: x_anchor and y_anchor
- Replies: 0
- Views: 392
LuaGuiElement :: x_anchor and y_anchor
I'm not sure if this is possible, but I would like to request it anyways. Since we can't read element width/height, the only way to "anchor" a frame to anywhere besides the top-left of the screen is to hardcode the possible heights and widths. This is, obviously, not very flexible, and is ...
- Wed Dec 18, 2019 4:13 am
- Forum: Modding interface requests
- Topic: Fire on_player_joined_game when loading a singleplayer game
- Replies: 2
- Views: 701
Re: Fire on_player_joined_game when loading a singleplayer game
No, I'm asking for exactly what I described. There would be many uses for this, beyond what I'm doing.
- Tue Dec 17, 2019 11:58 pm
- Forum: Modding interface requests
- Topic: Fire on_player_joined_game when loading a singleplayer game
- Replies: 2
- Views: 701
Fire on_player_joined_game when loading a singleplayer game
As per discussion in the #mod-making Discord Channel: when you load a singleplayer game, on_player_joined_game should fire, just like it would when joining a multiplayer game. Why? I am attempting to make use of the new LuaPlayer.request_translation() capability that was added, so users of my mod ca...
- Fri Dec 13, 2019 3:24 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.79] Changing display resolution messes up switch hitboxes
- Replies: 3
- Views: 1639
[kovarex] [0.17.79] Changing display resolution messes up switch hitboxes
Hello. I have noticed that when you change display resolution (change the size of the window) when a custom GUI switch is on screen, its targeting will get messed up for the remainder of the lifetime of that switch. Have a look:
- Thu Dec 12, 2019 6:37 am
- Forum: Implemented mod requests
- Topic: Modifying editor inventory infinity filters
- Replies: 2
- Views: 1085
- Tue Dec 10, 2019 3:50 am
- Forum: Modding interface requests
- Topic: Completely hiding shortcuts
- Replies: 0
- Views: 541
Completely hiding shortcuts
While I have been developing Editor Extensions, I have found myself wishing I had more control over the shortcut bar. For example, I wish to add a tool that lets you quickly and easily remove all fluid from a fluid system (this has been done before in other mods such as Picker, but I think it would ...
- Tue Dec 10, 2019 3:14 am
- Forum: Implemented mod requests
- Topic: Modifying editor inventory infinity filters
- Replies: 2
- Views: 1085
Modifying editor inventory infinity filters
Hello. I would like to request the ability for mods to access and edit the editor inventory's infinity filters, like you can do with container filters. This way, I could add some tools to my editor extensions mod for managing the filters. Example: -- set default infinity filters for editor inventory...
- Tue Dec 10, 2019 2:11 am
- Forum: Mods
- Topic: [0.17] Cursor Upgrade Carousel
- Replies: 1
- Views: 1238
[0.17] Cursor Upgrade Carousel
Mod portal link Cursor Upgrade Carousel lets you easily access an item's upgrades or downgrades by shift+scrolling while holding the item: https://i.imgur.com/WJKV1AG.gif You can also define your own custom upgrade paths. For example, the mod comes with a custom path that lets you easily switch bet...
- Thu Dec 05, 2019 9:10 pm
- Forum: Implemented Suggestions
- Topic: Shift+selecting with an upgrade planner should downgrade instead
- Replies: 7
- Views: 3619
- Thu Dec 05, 2019 6:17 am
- Forum: Implemented Suggestions
- Topic: Shift+selecting with an upgrade planner should downgrade instead
- Replies: 7
- Views: 3619
Shift+selecting with an upgrade planner should downgrade instead
I've been thinking: something that I find myself wanting a lot is a "downgrade" planner, that is exactly the reverse of an upgrade planner. The main usecase is that I have a belt balancer blueprint book, but all of the blueprints are with express belts. In the early game (where I am using ...
- Fri Nov 29, 2019 6:27 pm
- Forum: Won't implement
- Topic: Event for on_pre_recipe_changed / on_recipe_changed
- Replies: 2
- Views: 1078
Re: Event for on_pre_recipe_changed / on_recipe_changed
I would also love this. I wish to add snapping logic to infinity pipes so that if they're placed next to an assembler, they can automatically be set to provide the correct fluid. I can do this when the pipe is placed, but not when the recipe is changed. https://i.imgur.com/z8qoBEu.png Without a reci...
- Thu Nov 21, 2019 10:39 pm
- Forum: Implemented mod requests
- Topic: LuaRendering:bring_to_front()
- Replies: 2
- Views: 970
Re: LuaRendering:bring_to_front()
\o/ Thank you, much appreciated!
- Thu Nov 21, 2019 2:26 am
- Forum: Modding interface requests
- Topic: Make capsules a subset of item-with-label
- Replies: 0
- Views: 520
Make capsules a subset of item-with-label
Hello. I would like to request that capsules be made a subset of item-with-label . The reasoning behind this is so I can display the current selection dimensions for my tape measure mod, like this: https://i.imgur.com/uguUVI8.png Additionally, it would be nice if we could use newlines in item labels...
- Wed Nov 20, 2019 9:28 pm
- Forum: Won't implement
- Topic: LuaPlayer:current_inputs [R]
- Replies: 4
- Views: 1249
Re: LuaPlayer:current_inputs [R]
That's a shame, but it makes sense. Thanks anyway! I guess this can be moved to "won't implement".
- Wed Nov 20, 2019 3:02 am
- Forum: Implemented mod requests
- Topic: LuaRendering:bring_to_front()
- Replies: 2
- Views: 970
LuaRendering:bring_to_front()
tapeline draw order.gif In the above GIF, you can see that the green lines are being blocked by the grey lines. This is happening because the grey lines are being created/destroyed dynamically as the tape is drawn, so they're created after the green lines. Therefore, they cover the green lines. Add...
- Mon Nov 18, 2019 1:33 am
- Forum: Won't implement
- Topic: LuaPlayer:current_inputs [R]
- Replies: 4
- Views: 1249
LuaPlayer:current_inputs [R]
Something I have been thinking about is a way to detect when a player quits dragging something. For example, in Even Distribution , the mod just waits a certain amount of time after the last entity was highlighted to execute the distribution. It would be much more intuitive and nice if it distribute...
- Sun Nov 17, 2019 11:57 pm
- Forum: Modding interface requests
- Topic: [LuaPlayer] min_zoom / max_zoom
- Replies: 4
- Views: 1558
Re: [LuaPlayer] min_zoom / max_zoom
Bump. I would also like this. A simple mod to set the lower/upper limits would be way more convenient than Infinizoom's current implementation.
- Fri Nov 15, 2019 6:50 pm
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 34848
Re: Friday Facts #321 - Countdown
I went back and found an older version of the same picture, and created a little comparison of before/after the color correction. Enjoy! MP4 compression makes the new colors look worse than they actually are, but it's still fun to compare. For a more accurate comparison, here are the old colors, and...
- Fri Nov 15, 2019 6:11 pm
- Forum: Releases
- Topic: Version 0.17.78
- Replies: 3
- Views: 9577
Re: Version 0.17.78
Something fishy is still going on... I loaded a fresh 0.17.78 sandbox in 100% vanilla, turned on heavy mode, and got spammed.
I attached the dumps. It happens even if I disable biters, so I don't think it has to do with them.
I attached the dumps. It happens even if I disable biters, so I don't think it has to do with them.
- Thu Nov 14, 2019 6:32 pm
- Forum: Ideas and Suggestions
- Topic: [Editor] Wishlist of possible features for the editor
- Replies: 22
- Views: 6195
Re: [Editor] Wishlist of possible features for the editor
You know, I 100% didn't even think about that. I never considered that one would ever use the map editor in multiplayer... When no tools are open it works fine (since the buttons are the same height as the quickbar), but when you're using a tool... dang. I guess top-left is the only choice. A much s...